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Changes from this fork

I turned his Project into a plugin. C++ only without content. GlassBeaver did a Singleton for the System, but I changed that and used a WorldSubsystem instead. Besides that, there are minor changes. Should be working like in his project.

CoverSystem

Real-Time Dynamic Cover System for Unreal Engine 4

Used in Severed Steel, a game by Matt Larrabee! https://store.steampowered.com/app/1227690/Severed_Steel/

See my article: https://horugame.com/real-time-dynamic-cover-system-for-unreal-engine-4/
Or my presentation, click on the PowerPoint logo: https://horugame.com/cover-system-talk-and-slides/

- You'll need to CLONE the project! Zip downloads don't work as I'm using git-lfs for storing binary files.

Key features:

Data generation:

  • navmesh edge-walking
  • 3D object scanning

Data persistence via octree

Navmesh error-handling

Multi-threaded, asynchronous cover generation

Real-time dynamic updates via Recast events

Profiler integration

Runs on UE 4.22 - 4.26

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Real-Time Dynamic Cover System for Unreal Engine 4

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  • C++ 98.5%
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